;##################################################################################################################### ;## PERSONALIZATION FILE FOR SSJ GOKU BY Team Z2 ;## ;## DON'T modify the values if there isn't any comment explaining what to do just above. This could mess the char. ## ;## If you're not sure, make a copy of the file before changing any value. ;## ;##################################################################################################################### [Statedef 5900] type = S [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundsexisted = 0 value = 0 first = 0 last = 57 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundsexisted = 0 fvalue = 0 first = 0 last = 38 ; Throw Tech? [State 5900, 3] type = VarSet trigger1 = RoundState = 0 v = 0 ;##################################################################################################################### ;## Choose if and how you want throw teching ;## 0 = none ;## 1 = Using Dash Collision ;## 2 = Normal ;## Default value is 2 value = 2 ;; AI LEVEL ;[State 5900, 3] ;type = VarSet ;trigger1 = 1 ;v = 54 ;;##################################################################################################################### ;;## Set the value to a number from 0 to 8 to set the AI level. ;;## 0 = Weak Mode ;;## 1 = Easy Mode ;;## 2 = Normal Mode ;;## 3 = A little tougher than Normal Mode ;;## 4 = Tough Mode ;;## 5 = Hard Mode ;;## 6 = Harder Mode ;;## 7 = Expert Mode ;;## 8+ = Master Mode ;;## Default value is 8. ;value = 4 ; TRANSPARENT OR SOLID FX [State 5900, 3] type = VarSet trigger1 = 1 v = 2 ;##################################################################################################################### ;## Choose how you want the effects to be slightly transparent, or if you want them to be completely solid, old school ;## style. Set the value to 1 for transparent FX, and to 0 for solid FX. ;## Default value is 0. value = 0 ; REPEL PROJECTILE FX [State 5900, 3] type = VarSet trigger1 = 1 v = 44 ;##################################################################################################################### ;## Choose which repel projectile you want to use. Set the value to 0 if you want to use the new yellow/blue one. Set ;## the value to 1 to use the old purple one. ;## Default value is 0. value = 0 ; SUPER BACKGROUND CHOICE [State 5900, 3] type = VarSet trigger1 = 1 v = 13 ;##################################################################################################################### ;## Choose which super background you want to use when Goku kills the opponent with a Super or Ultra move. Set the ;## value to 0 to use the Street Fighter 3 Super BG, set the value to 1 to use the Jojo's Bizarre Adventure Super BG. ;## Set the value to 2 to use the Super Dragon Ball Z Super BG. Set the value to any number greater than 2 to disable ;## Super Background. ;## Default value is 2. value = 2 ; CINEMATIC SSJ INTRO CUT-OUT [State 5900, 3] type = VarSet trigger1 = 1 v = 51 ;##################################################################################################################### ;## Balthazar can't make up his mind. He sprited this awesome cut-out eye animation during the long SSJ transformation ;## introduction, but then wanted it to be removed. Set the value to 1 to keep the cut-out animation, set it to 0 to ;## disable it. ;## Default value is 1. value = 1 ; JUSTICE GAUGE - X AXIS [State 5900, 3] type = VarSet trigger1 = 1 v = 45 ;##################################################################################################################### ;## Set the value to move the Justice Gauge to a position that suits you (X Axis in this case). A positive value means ;## forward (to the middle of the screen), a negative value means backward (to the border of the screen). ;## Default value is 0. value = 0 ; JUSTICE GAUGE - Y AXIS [State 5900, 3] type = VarSet trigger1 = 1 v = 46 ;##################################################################################################################### ;## Set the value to move the Justice Gauge to a position that suits you (Y Axis in this case). A positive value means ;## upward, a negative value means downward. ;## Default value is 0. value = 0 ;Change palette for button "a" [State 0, VarSet] type = VarSet trigger1 = Var(58) != 5900 trigger1 = RoundsExisted = 0 trigger1 = palno=1 v = 58 ;##################################################################################################################### ;## Change to the palette number you wish to add found in the palette folder. ;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42 value = 1 ;Change palette for button "b" [State 0, VarSet] type = VarSet trigger1 = Var(58) != 1984 trigger1 = RoundsExisted = 0 trigger1 = palno=2 v = 58 ;##################################################################################################################### ;## Change to the palette number you wish to add found in the palette folder. ;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42 value = 2 ;Change palette for button "c" [State 0, VarSet] type = VarSet trigger1 = RoundsExisted = 0 trigger1 = palno=3 v = 58 ;##################################################################################################################### ;## Change to the palette number you wish to add found in the palette folder. ;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42 value = 3 ;Change palette for button "x" [State 0, VarSet] type = VarSet trigger1 = RoundsExisted = 0 trigger1 = palno=4 v = 58 ;##################################################################################################################### ;## Change to the palette number you wish to add found in the palette folder. ;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42 value = 15 ;Change palette for button "y" [State 0, VarSet] type = VarSet trigger1 = RoundsExisted = 0 trigger1 = palno=5 v = 58 ;##################################################################################################################### ;## Change to the palette number you wish to add found in the palette folder. ;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42 value = 5 ;Change palette for button "z" [State 0, VarSet] type = VarSet trigger1 = RoundsExisted = 0 trigger1 = palno=6 v = 58 ;##################################################################################################################### ;## Change to the palette number you wish to add found in the palette folder. ;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42 value = 6 ;Change palette for button "start" + "a" [State 0, VarSet] type = VarSet trigger1 = RoundsExisted = 0 trigger1 = palno=7 v = 58 ;##################################################################################################################### ;## Change to the palette number you wish to add found in the palette folder. ;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42 value = 14 ;Change palette for button "start" + "b" [State 0, VarSet] type = VarSet trigger1 = RoundsExisted = 0 trigger1 = palno=8 v = 58 ;##################################################################################################################### ;## Change to the palette number you wish to add found in the palette folder. ;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42 value = 23 ;Change palette for button "start" + "c" [State 0, VarSet] type = VarSet trigger1 = RoundsExisted = 0 trigger1 = palno=9 v = 58 ;##################################################################################################################### ;## Change to the palette number you wish to add found in the palette folder. ;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42 value = 24 ;Change palette for button "start" + "x" [State 0, VarSet] type = VarSet trigger1 = RoundsExisted = 0 trigger1 = palno=10 v = 58 ;##################################################################################################################### ;## Change to the palette number you wish to add found in the palette folder. ;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42 value = 17 ;Change palette for button "start" + "y" [State 0, VarSet] type = VarSet trigger1 = RoundsExisted = 0 trigger1 = palno=11 v = 58 ;##################################################################################################################### ;## Change to the palette number you wish to add found in the palette folder. ;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42 value = 21 ;Change palette for button "start" + "z" [State 0, VarSet] type = VarSet trigger1 = RoundsExisted = 0 trigger1 = palno=12 v = 58 ;##################################################################################################################### ;## Change to the palette number you wish to add found in the palette folder. ;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42 value = 18 ;================================================= ; DO NOT CHANGE ANYTHING BELOW THIS LINE !!! ;Palette Code [State 5900, Apply Pal] type = RemapPal trigger1 = var(58) source = 1,1 dest = Cond(Var(49)>0,2,1),var(58) [State 5900, End] type = changestate trigger1 = !time value = ifelse(roundno = 1, 190, 0)